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Marine Classes

Open Skills
Heavy Weapons
Field Tech
Choosing your Squadron
Marine Statistics


Sarinite Deposits
Corporate Dividend
Rival AMP Bonus

Game Maps

Field Movement


Order Commands

Order Formats
General Orders
Base Orders
Field Orders

Quick Reference

As a player in Space Troopers, you control the actions of a squadron of marines working for a mega-corporation. Your squadron has been assigned to the planet Sarin IV, specifically the Omega Quadrant. By undertaking missions your squadron will be paid both in corporate sponsorship credits and stellar cash. The former gives access to new skills and the latter is used to buy better equipment.

Space Troopers is an open-ended game. While defeating ravening aliens or undermining the operations of rival mega-corporations are victories, these are generally localised and space is very big. With the constant need for Sarinite, there will always be a demand for squadrons to be shipped in from the rest of the universe.

The actions of squadrons effect the mega-corporations. Mega-corporations cannot afford to have squadrons loafing around at the HQ. If your squadron is not active, it will find itself on the next shuttle off-world.

The World of Sarin IV

Delta Sarin is a star in the Hercules constellation on the very edge of humanity's expansion into the galaxy. Towards the outer rim of the star system is a large planet, the fourth one out from the sun.

Sarin IV is a large rocky ball with a thin methane atmosphere. Oxygen levels and temperature are so low that it is next to impossible to ignite the atmosphere.

This world has limited indigenous life but nothing that is considered advanced. The world however is the only known source of Sarinite. Mineral rights in sector Omega are contested by four mega-corporations. Added to this, aliens, pirates and independent companies also want a piece of the action.

While your squadron is out in the field they attempt to maintain 'radio' silence at all times. They will not communicate with other squadrons except through the use of remote signalling and scrambled code. This will cause significant time delays to the relaying of information. This does not mean that players must refrain from sharing information it merely means that while one of your squadrons may discover a claymore field and avoid it, another may well blunder into it during the same week if they are following the same route. However you could use the discovery of the field to plot a different course for your second squadron.

Game Method

The game is broken down into game weeks. During a week a squadron has a set number of movement points. This allows the squadron to move over the rocky terrain of Sarin IV.

Orders to move along with orders to perform other actions are entered into the boxes on the turn card. These orders have specific formats that can be found both at the end of these rules and with explanations of the individual orders throughout these rules.


Your first game printout should be enclosed with these rules, showing the marines you recruited and their equipment and skills.

All the information needed to begin playing Space Troopers is provided in these rules and on the initial printout. There is no waiting list or delay while a game fills up. Space Troopers is an open-ended game and new players can enter at any time. Due to the high death-rate of marines, new players to the game will probably not be overly burdened with being left behind.

Marine Classes

While all marines are trained in the basics of using simple weaponry and armour and have access to open skills, all specialise in one field or another. This specialisation opens new areas of training allowing them to develop skills when they have enough corporate credit and skill.

Open Skills

These can be learned by all marines irrespective of their specialisation. They are generally low skilled but cover aspects such as use of emergency medical aid, use of scanners and some slightly more advanced forms of arms and armour.

Heavy Weapons

These marines use the biggest and most destructive weapons and armour. To begin with they have access to rotary canons and plasteel plate combat outfit, but with corporate credit and skill can learn to use multi-salvo rocket launchers and mechanised powered assault armour.


While all marines can train in the use of basic field medical procedures, the medic can use more advanced equipment that can mean the difference between life and death out in the field. Medics also specialise in biochemistry and as a consequence can put their skills to other uses beyond being merely physicians.

Field Tech

These are trained in the use of scanners, computers, security systems, repairs and many other devices, all of which can prove invaluable to a squadron. They are also pilots and geologists, which is very useful when one of the major roles of a squadron is discovering new sources of sarinite.


There is more to setting charges than dumping a lot of plastic in one location and flicking a switch. These marines specialise in getting close and leaving a very nasty surprise. Destroying rival mining operations can be made a hell of a lot easier using explosives than by using heavy weapons. These marines are also trained in the laying of claymore fields and booby-traps. As well as setting explosives, they are capable of defusing them, although this does have its risks.

Choosing your Squadron

To begin with your squadron is Rank 1(Green). This entitles the squad to five marines. As it completes missions, it will gain unit experience and be promoted. At Rank 2 another marine can be recruited. The maximum rank is Rank 5(Elite) that entitles you to recruit marines to form a squad of nine marines. This is the maximum squad size.

Death of members however will decrease unit experience by a percentage equal to the casualty rate, e.g. the death of half your marines will decrease squadron experience by half. This can lead to demotion as your rank is based on squadron experience. This may result in not being able to replace members of a squad that have been killed. Mega-corporations are ruthless. They do not take kindly to having their marines turned into sushi by gross incompetence!

As there is a limit to the number of marines in any one squadron, it is often the case that squadrons themselves specialise. For example a squad with marines specialised in demolitions will be used to set explosives on enemy mining operations rather than engage in open combat. They may even be used to lay claymore fields in enemy territory. Field techs may only feature within groups attempting drilling and surveying operations. Squadrons with only heavy weapons may be used purely for blowing the stuffing out of enemies once you have located their presence using your field tech squad as advanced seekers.

More likely however you will use groups that feature primarily heavy weapons with one or two of the other professions. The heavy weapons acting as support for the other specialist or in the medic's case, support for the heavy weapons. As stated previously, squadrons often co-ordinate their movement in order to make the most of gathered information.

Marine Statistics

At the end of your turn is a listing of the marines in your squadron and a number of statistics. These statistics cover everything from mental and physical aspects of the marine to training and equipment.


This is the name of the marine.


There are four professions as stated above.


This increases with the number of missions completed by the marine. It determines the maximum level of skills that can be bought for the marine. Mega-corporations will not blow training on anyone who has not proved themselves in the field.

Physical Prowess

Corporate credit can be used to purchase new and exciting methods of boosting physical capabilities. These include neuro-adrenalin injectors, subdermal implants and such forth. The skill of the marine will determine the level of technology that a mega-corporation will use on a marine. There is no limit to the amount of corporate credit that can be spent on individual marines but the higher skilled get a better return per corporate credit. Physical prowess gives bonuses in combat.

Technical Aptitude

Corporate credit can be used to purchase new and exciting methods of boosting mental capabilities. These include neural-processors, data storage implants, interface jack-plugs and such forth. The skill of the marine will determine the level of technology that a mega-corporation will use on a marine. There is no limit to the amount of corporate credit that can be spent on individual marines but the higher skilled get a better return per corporate credit. Technical Aptitude gives bonuses in the use of equipment including mechanised powered assault armour.


This is a measure of how much damage a marine can suffer before being killed. It is based on the physical prowess of the marine and as such increases when physical prowess is improved.


This is a list of the equipment carried by the marine including the stowage cost of each item or group of items. Maximum stowage is based on the physical prowess of a marine. A marine cannot carry more than the maximum stowage. Attempts to pick things up without the capability of carrying them will fail. Make sure you pick up the most important items such as weapons and ammo before less important items such as secondary and tertiary weapons. Certain armours that are mechanised will give a bonus to stowage. This is only the case when they are worn. An unworn suit of armour will be very bulky. Marines travel light and much of their load is automatically assigned to environmental gear, liquid nutrients and waste recycling. Loading them up with a dozen guns and enough ammo to support a battalion is not a viable option.


This is a list of skills that the marine can perform. New skills can be purchased for the marine if he has sufficient skill rating and corporate credits. A list of skills can be found in the appendix and descriptions of the skills themselves can be found by using the investigate order.


The world of Sarin IV is a dangerous place. Death is a constant threat to marines and as such they should carry weapons set to hot at all times. The combat options listed on a marine will indicate what a marine will use given the opportunity but should the marine be surprised, the weapons to hand will be used. In all cases where combat options have been set, a marine will follow these first.

Close Combat

This is the weapon a marine will use should he end up in a position where he can no longer use his ranged weapons. This may be due to lack of ammo or a close range surprise attack or because the marine has elected to use a close quarters weapon such as a vibro-blade.

As close combat weapons such as vibro-blades do not have ammo, they can be used indefinitely. For this reason, a marine must choose which close quarters weapon they will use. It is generally the case that bigger weapons do more damage, but take up more stowage space.

Combat Options

A marine will use his combat options first and only engage in close combat as a consequence of specifically opting for this type of combat or due to lack of ammo or having exhausted all combat options. Where a combat option applies, a marine will continue to use the specific option until the situation changes to having exhausted all ammo.

For Example: Smithy has in his equipment a rocket launcher and heat seeker missiles, an assault rifle and armour piercing ammo along with standard ammo. Finally he carries a vibro-knife. He has set his close combat weapon to the vibro-knife and the ranged weapon to assault rifle. His first combat option is to use heat seeker missiles with a rocket launcher should he engage other marines. His second combat option is to use his assault rifle with armour piercing against tough enemies. His final combat option is to use assault rifle with standard rounds.


Each squadron works for a specific mega-corporation and as such is loyal to them. Intensive psychological programming of marines ensures that they perceive all other rival squadrons, i.e. those in the pay of other mega-corporations as the enemy. Aliens are always classed as enemies as well. The standard attitude is basically, if it is not one of ours, blast it.

Each mega-corporation is concerned with mining the mineral Sarinite. This is achieved using automated mining platforms. These AMP's consist of a mineral processing plant and a silo with external collection point for ore shuttles. If the deposit of Sarinite is exhausted, the AMP will transform itself into a mobile geological surveyor. This MGS will then move across the surface of Sarin IV seeking Sarinite. As the source of wealth for mega-corporations is the amount of mineral extracted each week, it is in the interests of squadrons to ensure that their mining operations are a success and rival AMP's and MGS's are regularly destroyed. Against the profit for the sale of Sarinite has to be set the cost of having squadrons. For this reason, squadrons failing to undertake missions are regularly sent off-world.

Sarinite Deposits

Marines are also expected to locate and inform their mega-corporation of any sarinite deposit that they find. At any time a squadron moves onto a location where sarinite is crystallizing, they will automatically attempt to communicate with a MGS up to 10 sectors away. If one is present that is not already en route to a deposit, it will set a course directly for this deposit. When it arrives, it will convert to an AMP and start mining the sarinite. The squad that activated the MGS reaching the deposit will be awarded 5 corporate credits.

Corporate Dividend

Each week the amount of sarinite mined by the corporation determines the net stock value of the Mega-corporation. This will be converted to a corporate credit dividend paid to active squads. The dividend payouts for the leading three mega-corporations are 5, 3 and 1 credits respectively.

Rival AMP Bonus

Marines are also directed to undermine rival mega-corporations and aliens. This is done by destroying rival and alien AMP's. The bonus is based on the amount of sarinite in their silo. 1 corporate credit will be paid per week that the AMP has been mining a deposit. It is important to note that no AMP will complete mining a deposit in under 10 weeks and could be there for up to a year.

Non-military Personnel (NMP's)

Along with automated devices, mega-corporation uses specialists. These are non-military personnel. Squadrons often escort them to specific destinations in order to perform some task. Sometimes they are returned to base after being picked up in the field. From time to time, these will get into difficulty and squadrons are sent to rescue them. These specialists may be busy observing an unstable terrain on the off chance that it is suitable for deep core boring. At other times they may be sent to rendezvous with a automated mining platform in order to perform routine maintenance. Their own agenda rarely concerns a squadron.


The aliens have their own mining operations. As they have been mining the Sarinite for decades before humans came along, they are much more proficient at detecting the mineral once it has crystallised. This is why many deposits of Sarinite have alien mining platforms on them as soon as they have formed despite the lack of a known alien base.


Each turn you will receive a map showing the details of your current location.

If you are out in the field, the map will show the terrain of each sector that is visible from the route travelled during your turn. If other player squadrons, aliens, structures, drop zones or HQ's are sighted they will be shown on the map by a number ABOVE the relevant map sector. A key below the map will provide more information on anything seen.

If you end your turn in a drop zone or HQ, you will receive a map of your journey and of some of the surrounding terrain. Drop Zones show four squares around and HQ's six.

The world of Sarin IV is pitted with vast ancient craters with rims that reach tens of kilometres into the tenuous atmosphere. At these heights orbital sensors on rival defence platforms are able to pick up and destroy squadrons and as such squadrons do not enter these regions.

Rifts, ravines and deep trenches on the other hand are unstable and frequent tectonic activity prevents squadrons from entering these regions. Again these are impassable and squadrons have to find a way around them.


Along with known features such as craters, each terrain can be classed based on its geological properties. The most common classification is Stable. This is considered typical base rock, common to most worlds. On Sarin IV, tectonic and other geological activities can make this rock unstable. Once this happens, the rock will undergo a number of metamorphic processes ending in the formation of Sarinite. These processes are vaguely understood and as such, regular mapping of the various classifications of sectors will ensure the continued success of a mega-corporation. The following table shows the standard geological classifications.

Terrain Classification

Approximate % of Sarin IV sectors

Metamorphic/ Initiated process causing change

% chance of change per week



Tectonic Shift




Deep Fault






Hydrothermal Vent




Sarinite Deposit


Mining Operation


Unstable regions tend to have deep faults that lead far into the crust of Sarin IV, in places extending down into the mantle. Where the fault extends both to the surface and the mantle, outgassing occurs. Huge plumes of escaping gases are cooled along the inside of the fault. This may form a hydrothermal vent as the condensing gas forms a liquid. Presuming that the conditions are perfect, crystallisation of the liquid will produce Sarinite. No known method of producing these processes in the laboratory has been discovered. That the aliens, that have been here for some time before humanity, are still sneaking in to claim their share indicates that it is unlikely that commercial production will ever be achieved.

While no industrial formula for the production of Sarinite is known, the natural processes involved in its formation can be manipulated. It is generally the case that experienced field techs are capable of using specialist equipment to artificially initiate the process causing the change in the classification. A subsurface bore can be used to create a deep fault in an unstable region. This can lead to outgassing. The placement of phononic energy transfer nets over the vent will lead to rapid condensation. Finally the placement of seeding devices can produce Sarinite crystals. These processes are not however without risk. Crystallisation is the easiest process to initiate while the boring of a deep fault is the most difficult, the skill only being available to the most highly rated of field techs.


During the game you will spend much of your time moving from one place to another.

 Squadron speed is set with the SELECT SPEED order and is initially set as medium (code 2).

Each squadron has a number of movement points determined by its current speed. If you choose to move slowly you will normally have 15 movement points, at medium speed 21 points and at fast speed 26 points. The movement point total is the maximum number available for the whole turn.

Certain things can reduce or increase movement points, for example injuries and mechanised armour. You will be told on your printout how many movement points you will have available on your following turn if everything remains the same. If for some reason you will lose some movement points, you can prevent this if you correct the cause of the loss, before your squadron uses any of its movement points.


Travel in the field results from the MOVE order. The direction of movement will be as chosen in the order but the distance travelled depends on your squadron's speed and the terrain through which it is travelling.

The MOVE order, allows you to indicate the direction you wish to travel. This is a series of up to 7 digits (1 to 8) each of which represents a direction. An example is given in the ORDERS section of the rules.

At the end of each turn your current position, the squares you moved through, and what you could see of the surrounding terrain, is shown on your printout. Movement points are used each time you enter a new square or sector. The type of terrain determines the number of points used. See the table below.

You must have enough movement points to enter each square. If you do not, you will stop. You can move off the map shown on your printout, although if you have not been there before, you will not know what you are moving into!


Movement Cost

Jagged High Peak

Cannot move into this sector

Steep Slopes








HQ/Drop Zone



Cannot move into this sector


Squadrons can be transported using drop ships between HQ's and drop zones. This allows swift access to locations in the field that could take days or weeks to reach travelling by ground. Each mega-corporation controls one HQ and 3 Drop Zones. The locations of these will be given on the report when your squadron ends its turn in an HQ or Drop Zone. Access to rival mega-corporation's HQ and Drop Zones is strictly prohibited.


Combat can be frequent and deadly. It can be started by players but is often started automatically as a result of your squadron attitude. Aliens or rival squadrons may also attack you.

All marines begin with some proficiency in every weapon type.

Combat damage is determined by weapon type. Damage is reduced if the target is wearing armour. Tougher marines are able to soak up more damage and so are harder to injure or kill.

If combat occurs, initiative and surprise is determined. Your squadron will continue fighting until they win, reach their bravado percentage, realise that defeat is inevitable or the enemy flees.

When a squadron retreats, any possessions carried by marines killed during the battle will almost certainly be lost. Marines killed in the field of battle will be left. Mega-corporations do not pay for burials.

All marines in combat have a chance to improve their weapon skills, even if the marines are on the losing side. Weapon skill can also be improved through training. This costs corporate credit.

Aliens have their own bravado percentages. Few will fight to the bitter end. Aliens of the same species will have similar percentages as well as weaknesses and strengths and with experience it is possible to figure these out. By taking advantage of this knowledge, a squadron can defeat a tough alien by using the correct weaponry and ammo.

If combat occurs between turns, you will be told of it on your next printout, though an email with the battle will automatically be sent to you.


Combat is a dangerous business and can result in either injury or death. When a marine is injured, their health will drop. If it ever reaches zero they are considered dead. The health value in ( ) shows the marines top 'normal' health and the other figure shows the current health. Injuries heal naturally but they can be speeded up by medics or the use of medical equipment.

It is possible for a marine to become diseased or poisoned. These are not classed as 'normal' injures and so do not affect health but temporarily reduce a marine’s constitution instead. Standard medical equipment have no affect on these types of ailment and require more specialist help. In time, the effects will disappear by themselves or may even kill the marine.


In some open-ended games, players can find themselves wandering aimlessly without goals or purpose. Space Troopers has been carefully designed to prevent this from happening. The long term goals of your squadrons are entirely your own decision but throughout the game you will be provided with opportunities to accept short term objectives or tasks, otherwise known as Missions. You may decide which to accept and which to ignore but all provide some opportunity to advance your skills or gain wealth.

At all times you will have three missions issued to you by the mega-corporation you work for. While you need not undertake any, you will only gain rank and rating per completion of these missions. The higher the rank of the squadron, the more dangerous the missions generally are but the rewards for completion of these missions will be substantially larger than those offered to less experienced squadrons.

At the completion of each Mission your marines will increase their skill. Further, the squadron as a whole will increase its experience. Finally the squadron will receive some corporate credit and stellars.


The following is a list of the order commands used in Space troopers.

Orders fall into three different categories.

 1)  General orders which can be used anywhere.

 2)  Base orders which are used only when in either an HQ or Drop Zone.

 3)  Field orders which are used only when in the open.


This is the format or style which should be used when writing your orders on your turn card. Order formats are always one or two letters followed by 1, 2 or 3 sets of numbers. The only exceptions are the N and R orders when you name your marine. These numbers are input into the computer so that it can understand what you wish to do.

On the following pages is a description of each order. When you fill in your orders, you fill in the numbers which go inside the brackets ( ). Please don't write the brackets.

Similar things in Space Troopers have similar number ranges. These are:


Your squadron's current location

1 - 15

Individual marines/NMP's in your squadron


Your Squadron

101 - 750

Item classes (e.g. armour and weapon types)

801 - 1000

Alien/Structure Classes

1001 - 4000

Squadron numbers

4001 - 19999

Individual NMP, alien and structure numbers


Individual Item numbers

Some things, such as aliens and items, have both a class and an individual item number. This is because there is a general number which covers all things in a category, e.g. all structures everywhere

belong to alien/structure class 800 but an individual Structure such as a Mining Outpost will have a number between 4001 and 19999.

Similarly, if you are carrying two assault rifles, rather than just saying 2 Assault Rifles(113), the actual individual item numbers will be shown. This may seem complicated, but it allows each item in Space Troopers to be unique. Every item and each of the alien and structures has its own set of statistics which can change as the game progresses. All individual squadron item numbers can be shown by issuing the order I 90.


AS       (Marine or 99)   (rank) (option or alien/structure type or alien/structure number)

AUTO SKILL CONDITIONS. This allows your marines to decide when they want to use each of their ranked skills.

The system is as follows. Each skill can be given a value from 0 to 9.

The number indicates if the skill will be used in a combat.

0) No condition - Always use (the default setting)

1) Don't use when engaging weaker alien/structure groups

2) Don't use when engaging smaller alien/structure groups

3) Don't use when engaging rival squadrons

4) Don't use when engaging weaker or smaller alien/structure groups

5) Don't use when engaging rival squadrons or weaker alien/structure groups

6) Don't use when engaging rival squadrons or smaller alien/structure groups

7) Don't use when engaging rival squadrons or weaker or smaller alien/structure groups

8) Don't use when engaging alien/structure groups

9) Don't use!

Smaller alien/structure groups are those with fewer members than the squadron.

Weaker alien/structure groups are those where the total health of the alien/structure is less than 1/5 that of the squadron.

For Example: AS  1  2 3 - Your first marine will not use their second ranked skill when engaging rival squadrons.

For Example: AS 1 3 180 - your first marine will use the third ranked skill against alien/structure type 180.

B (marine/99) (%)

BRAVADO. Very few squadrons will wish to fight to the death. The percentage you specify is the amount of damage to health your marine is prepared to take before attempting to flee. It is also not always possible to immediately break away from a battle, or it may take several rounds to do so, especially if the alien you fight is a lot faster than the marine. Setting it to 100% will mean that either the enemy or the marine will die.

For example: B  4  20   orders your fourth marine to retreat once he has taken losses of twenty percent or more of his health.

C  (marine)  (skill)  (target)

COMMAND MARINE. The marine indicated will try to use the designated skill. If the skill does not require a target enter a  '0'  for the target. Details of individual skills will be given on your printout as you discover them.

If the target of the skill is not currently in range, the skill will be stored, ready to be used if you meet the target later in the turn. The COMMAND order takes preference over any specified by the Options order. Only one COMMAND can be stored per marine per turn.

For example: C  1  453 4020   command marine 1 to use skill number 453 (bio-analysis) on alien 4020 if in range. If it is not in range but is later encountered and fought, marine 1 will automatically (if possible) use skill 453 on alien 4020.

Invariably a command to use a skill requires the need for a piece of equipment. In these cases the three numbers of the skill used form the first three digits of the skill parameter and the last digit of the item type forms the last digit of the skill parameter.

For example: the skill Boosters is number 454. This can use Adrenaline(371). If this is used by marine 1 on marine 3, the order to use the Booster is therefore: C  1  4541  3

In cases such as ranged weapons, ammunition will also be required. With these, the skill indicates the weapon used and only the ammo is specified.

For example: C 1 1145 0 commands marine 1 to use advanced assault rifle(114) along with flare rounds(315). As there is no target, this will be stored to be used in the next combat as first choice. In this case there was no need to indicate that an assault rifle was going to be used as this is implied by the advanced assault rifle skill.

E  (target)

ENGAGE ENEMY. Attacks by aliens, or resulting from a hostile attitude will begin combat automatically but a squadron wishing to start combat against a particular target should use this order. The target could be a specific alien, a alien type, NMP or rival squadron. This order remains in effect until you either find your target, issue another Engage order, or end your turn, whichever comes first. If you issue several Engage orders while the target is in the same location, you could end up fighting your enemy several times.


Example: E  2123   tells your squadron to attack on sight if they meet, or are in the same place as, squadron 2123.

H  (marine/99)  (target)  (item)

HAND ITEM. Give an item to another marine or NMP. A target of 0 will discard the item in the current location, if you’re not in a base.

For example:     H  3  4  111   tells marine 3 to give marine 4 item 111.

H  5  0  113   tells marine 5 to discard item 113.

I  (target)

INVESTIGATE. Your squadron will investigate the target and tell you all it can about it. This order will be an important source of information, especially at the beginning of a game. You can investigate almost anything, your squadron, items, alien/structures, skills etc. A target of '0' will cause your squadron to search its current location and surrounding sectors when in the field. The target must be a number.


For example: I  801   will ask your squadron to find out all they can about alien/structure type 801.

Note: I 90 will reveal the specific item numbers of all your squadron’s equipment.

L  (marine)

LEADER. You can appoint one of your marines as leader of the squadron

N  (marine)  (new name)

NAME MARINE. You can rename one of your marines.

For example: N  3  Big Mic would give a new name to marine 3.

O  (marine)  (rank)  (skill and or ammo/0)

OPTIONS FOR COMBAT. With this order you can choose which skills and or weapons and with which ammo your marines try to use when in combat. The rank can be 1 (use first), 2 (use second) etc up to 6. Once combat occurs, your marines will try to use the skill or weapon  at rank 1. If this is not possible (not enough ammo, does not have the weapon, etc.) or is totally inappropriate (e.g. Medic when nobody needs first aid) the skill ranked second will be used, and failing that, the skill ranked third.

The Options order can be changed by either choosing a new skill or deleted by entering a '0'.

NOTE: This order is overridden by the COMMAND MARINE order.

For example: 0  3  1  450   will order marine three to be ready to use skill 450 as his first skill in the event of combat.

R  (marine)  (name)

RETIRE/RID MARINE. This order allows you to remove an unwanted marine from your squadron. Unless you remove their possessions first, the marine will take everything they are carrying with them when they leave. It is not be possible to change your mind so be sure that you really want to do this before issuing the order.

Note: The N and R orders are the ONLY orders in which one of the parameters is a word.

For example: R  3  Big Mic   will make marine 3, Big Mic, leave your squadron.

S  (speed)

SELECT SPEED. Speed can be 1, 2 or 3.  Your speed will remain the same until another Select Speed order is issued while in the wilderness. A squadron with speed one has 26 movement points, with speed two, 21 points and with speed three, 15 points. Your total number of movement points is the number available for the whole turn. The slower you move, the more time you have to search for hidden features, the less likely you are to be ambushed, walk over a claymore field or fall through thin rock into a fissure.

For example: S  2   selects a medium speed of 21 movement points.

SM  (marine)  (marine)

SWAP MARINES. You can change your squadron's marching formation using this order. Marine 1 is considered to be on point duty. This makes the marine vulnerable.

For example: SM 6  2 will have marine 6 move to the second position in your squadron. If a marine was already in slot 2, they will swap places with marine 6.

SX  (marine)

SEX CHANGE. This changes the gender of the marine from male to female and vice-versa. Ah, the wonders of modern science.

U  (marine)  (item)  (target)

USE ITEM. The marine will attempt to use the item on the target. The target could be other item, a alien/structure, or a squadron. This order can be used for just about anything but normally is used to equip a marine with a new weapon.

For example: U  11  361  4523   would tell marine 11 to use item 202 on alien/structure group 4523.

Note 1: To equip the marine with a new weapon or use an item on himself, you should use a target of '0'.

For example: U  2  113  0   equips marine 2 with 113.

W  (target)

WATCH OUT FOR. Your squadron will keep a special look out for the alien/structure or squadron specified, until either a new W order is issued or you use a target of zero to cancel it. When in effect, this greatly reduces their chances of ambushing you.

For example: W  819   tells your squadron to be alert for any alien/structures of type 819.

Y  (mission)

YES TO ACCEPT MISSION. Issue this order to accept a mission which was offered on your previous printout. A maximum of three missions are allowed per squadron. When you have completed your mission, issue the Y (mission) order again to receive your reward. If you forget what you still have left to do, or where to go, issue the Y (mission) order and you will be reminded.

For example: Y  1232   will have your squadron start, learn about or end mission number 1232.

Z  (mission)

ZAP MISSION. If you accept a mission and then decide you no longer wish to complete it, you can use the Z order to cancel it. This incurs the loss of 1 corporate credit for wasting the corporation’s time.

For example: Z  1232   will remove mission number 1232 from the missions your squadron is doing.


H  (marine/99)  0  (item)

HAND OVER ITEM  You can sell your unwanted equipment items while at HQ's by handing them over. If you use '99', everybody in your squadron will try to hand one of the item in.

N.B. Don’t expect to get any cash for selling a marine’s free starting equipment!

For example: H  2  0  111   tells marine 2 to sell item 111.

P  (marine/99) (item)

PURCHASE. Attempt to purchase an item or use a service. Whenever you end your turn in an HQ or Drop Zone, a list of the transports available in each will be shown on your printout. In the case of HQ's you can also buy items and learn new skills.

To make all marines in your squadron purchase an item, use the code '99'. If you use '99' to purchase ammo, only marines with the appropriate weapons will attempt to buy it.

For example:     P  1  111   will tell marine 1 to purchase item 111.

            P  99 215  will tell the whole squadron to each purchase item 215.

R(type - H,D,F or M)  (amount of corporate credit) (Name)

RECRUIT NEW MEMBER. Your squadron will requisition a new member of the marine class chosen. While you do not need to use corporate credit, greasing palms will ensure that more experienced marines will join your squadron. Offer a small fortune and you get a highly skilled marine.

The different marine types, and the letter you should use to indicate who you require, are shown below:

Heavy Weapons (RH)

Medic (RM)

Field Tech (RF)

Demolitions (RD)

A squadron can have a maximum of five to nine members depending on rank. You have a free choice of name but it can be no more than twenty characters in length. We reserve the right to change any names deemed unsuitable.

The new marine will take the first free marine slot from your squadron listings. e.g. if marines 1-3 are all taken then he will become marine number 4. It is important to remember this if you wish to issue the marine with any orders on the turn they join your squadron.

For example: RH   7 Banks  will offer 7 corporate credits for a heavy weapons marine with the name Banks.


A  (target)

AMBUSH. Your squadron will prepare an ambush against the squadron or alien/structure type indicated. This order remains in effect until your next turn begins. e.g. at the end of your turn your squadron will lie in wait and attack the target if it passes through your current location. Should this occur, you will be told the results of the combat on your next turn.

For example: A  3222   tells your squadron to ambush squadron number 3222.


DUST OFF. This order can be used anywhere in the field. Its use immediately removes the squadron and any NMP's associated with the squadron from their current location and returns them to the HQ. Calling in this favour costs 1 Corporate Credit per marine/NMP. As this order obviously gives away the location of the squadron it is not used for depositing squadrons anywhere in the quadrant. To do so would be to sign their death warrant by an orbital bombardment.

M  (direction code)

MOVE. This allows you to move your squadron, sector to sector, following the movement code given. A maximum of seven movement directions may be entered per M order. If movement ends in a base sector, not necessarily at the end of your turn, your squadron will automatically enter that base if it is friendly.

For example: M  557   will move your squadron south two sectors and then west one.

T  (target)

TRACK. This allows you to track alien/vehicles, NMP's and other squadrons. If they discover the trail, they will follow the tracks until they either meet what they are following, lose the trail, or run out of movement points.

For example: T  849   tells your squadron to follow the trails of any alien/vehicles of type 849.



Auto skill condition          AS  (Marine or 99)  (rank)  (option or alien/structure type/number)

Bravado                       B  (marine/99) (%)

Command Marine                C  (marine)  (skill)  (target)

Engage Enemy                  E  (target)

Hand Item                     H  (marine/99)  (target)  (item)

Investigate                   I  (target)

Leader                        L  (marine)

Name Marine                   N  (marine)  (new name)

Options for Combat            O  (marine)  (rank)  (skill/0)

Retire/Rid Marine             R  (marine)  (name)

Select Speed                  S  (speed)

Swap Marines                  SM (marine)  (marine)

Sex Change                    SX (marine)

Use Item                      U  (marine)  (item)  (target)

Watch out for                 W  (target)

Yes to Accept Mission         Y  (mission)

Zap Mission                   Z  (mission)



Hand Over Item                H  (marine/99) 0 (item)

Purchase                      P  (marine/99) (item)

Recruit Heavy Weapons         RH (Corporate Credit) (Name)

Recruit Demolitions           RD (Corporate Credit) (Name)

Recruit Field Tech            RF (Corporate Credit) (Name)

Recruit Medic                 RM (Corporate Credit) (Name)


Ambush                        A  (target)

Dust Off                      D

Move                          M  (direction code)

Track                         T  (target)

NUMBER RANGES (Used for Target in orders above)


Your squadron's current location

1 - 15

Individual marines/NMP's in your squadron


Your Squadron

101 - 750

Item classes (e.g. armour and weapon types)

801 - 1000

Alien/Structure Classes

1001 - 4000

Squadron numbers

4001 - 19999

Individual NMP, alien and structure numbers

20,000 +

Individual Item numbers



KJC Games, Thornton Cleveleys, Lancashire. UK. FY5 3UL

Tel: (01253) 866345           Fax: (01253) 869960

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